Here's a small guide that I've come up with after reading some of the questions on the board. If any mods out there approve of this and would have it stickied, I'd be extremely grateful. If not... oh well :p
FREQUENTLY ASKED QUESTIONS
Why does DRK suck at mid levels?
- No multi-hit WS's, not even 2-hit. The reason for this is probably because of darkness (soul eater). When the ability is used with a one hit WS, it deals around the damage of a 2-hit WS. Also, it lasts for a full minute, so if kept up, you could deal enough cumulative damage from it to easily match and surpass the damage you're not doing with the WS's that you use without darkness. The downside is that if the WS misses, you get nothing to fall back on and the skillchain is ruined, and that it wastes a lot of MP. Another downside is that some people just don't know.
- Some DRK switch between 2h sword and scythe often to accomodate parties, so sometimes if they join a party, the weapon they are asked to use hasn't been skilled up for 2 to 3, maybe even more job levels. As a result, they will miss more than normal, and do less damage until the weapon is skilled up.
- A common starting mistake is to disregard cumulative damage and get this fetish for numbers going. Your WS has only one hit and you can't do that much damage from it. As a result, you do everything you can to boost up one number. You'll notice that some DRK, upon turning level 30, will always stack up Berserk, darkness, and last resort (all of their charge-ups) on one WS, then try to cancel them all as fast as possible, causing the MP of the party to go from full to empty in one burst for only a barely acceptable damage figure. This means that berserk , which could boost normal swings for a good 3 minutes, is wasted, so the average swing isn't as pleasing. Darkness is wasted, since a 6 minute ability that lasts for a minute was just used for one swing, and last resort almost got you killed (also, the rest of your hits and WS's are unbuffed, therefore extremely weak until your abilities recharge). In some cases, the monster will counter with it's special attack (meaning you won't be able to cancel all the charge-ups in time) and the DRK will get one-shotted right there and then because your defense has been reduced from cardboard to tissue. This is a common mistake that even I've made. You've got to resist the temptation to do this. DRK's defense isn't actually that bad, it's just that a lot of people THINK it is for this reason.
What subs work and don't?
For levels 1~59, WAR sub is really the only way to go. For info 60 onwards, check out the post I made on subs here: http://www.ffxionline.com/forums/sho...threadid=17827
What's the best race for DRK?
Ideally, galka is, but elvaan and hume have their traits that make them just as good, if not better at times. Mithra and taru are the least ideal, but race shouldn't be much of a hinderace for good players, especially for DRK considering how versatile the job is.
What does it mean that DRKs aren't compatible with THFs?
Not that they aren't compatible, just that there are other classes that are so much MORE compatible. Of all of the "primary attacking classes," the WS that DRK uses to skillchain with THF is worst of those that other classes use. Note that if you sub SAM, there is no more problem in terms of compatibility, I'll explain later. Another reason is that endgame (65/66~), DRK plays the exact same role as a THF only stronger. You can't have 2 people sneak+tricking, it just doesn't work that way.
What do you think of my plan, start as WAR, go to 18, then... etc etc etc
Your track doesn't matter, as long as you end up as DRK with your subs levelled.
Scythe or 2h Sword, and why?
2h sword has it's uses at midlevels, but sort of gets pushed out once you get guillotine. However, it makes a dramatic comeback after level 66 with it's 225 WS spinslash.
Is DRK's defense really that bad?
On it's own, no. However, good equipment (mainly accessories) for DRK take away a lot of defense, as do the abilities used to charge up attack power. If DRK geared it's equipment towards defense, however, and ate defense food and used defense up abilities, DRK wouldn't do that much worse than WAR in terms of taking damage.
Compared to RNG, DRG, and SAM, how does DRK fare?
In terms of damage, RNG always wins... Then the order is DRK > DRG > SAM until level 30, then it's SAM > DRK > DRG, then at level 49 with pentathrust it's DRG > SAM > DRK, then when you hit level 60, DRK > DRG > SAM. DRG is still more useful in parties with THF, however, so they tend to get more invites. SAM... go look and the SAM board and you'll hear them bitching about post-60 :p
What is HNM and is DRK useful in it?
Most hard HNM nowadays are best off w/ no melee at all... just a couple of tanks and a THF for drops, and the rest being mages. It's gay, I know. If you're gonna have melee, however, DRK a good amount of spells (stun in particular) that make it useful.
What is yokodama and why does DRK/THF use it?
Yokodama is a japanese term, it involves the THF's level 15 and 30 abilities to pass the hate of the next attack onto a designated player. Since guillotine does quite a good amount of damage on it's own, yokodama works with guillotine to put hate on the tank. Previously, yokodama worked with both sneak and trick, now sneak only works behind the monster. As it is now, yokodama's a good trick for passing hate onto the tank without having to worry about front-based ranged attacks, even if some damage has to be sacrificed. Nowadays this technique is mainly just used for NM's and the lot.
What is hate and why does it matter?
Hate, or emnity, is the monster's tendancy to hit you. You can get hate from certain abilities, dealing damage to the monster, casting debuffs on it, or healing/buffing someone who has emnity with the monster. The monster will attack the player that has the most hate, so if DRK gets more hate than the tank, then the monster will be hitting the DRK, and thereby wasting MP with healing and making the tank ineffective. Good practice would be to, somehow, keep the tank with the most emnity in the party, so that the monster is always hitting it, thereby keeping MP usage for cures to a minimum.
What are "arcana" creatures?
Weapons, pots, dolls, golems, eyes, bombs, stuff like that. They aggro to magic, and some require sneak, some aren't active at all. Beginning you won't see much of these, but as your level gets higher, you'll be seeing them everywhere (Tulia is 95% arcana)
What do the absorb spells do?
The spells will temporarily lower the monster's stat and raise yours for about 12 to 15 points initially, then the number counts down gradually until it hits zero and then the spell effect completely goes away.
What is Guillotine?
Scythe level 200 (job level 60) WS, 4 hits for 50% TP return, this is DRK's bread and butter WS for a good amount of time. Funny how DRK doesn't get it's bread and butter until level 60. It's well worth the wait, in my opinion.
What's the deal with cross reaper/spinslash?
The 225 WS's for scythe and 2h sword respectively. On their own, they're not that great. However, since they deal a good amount of damage with a low amount of swings, THF sub's sneak attack boosts the damage extremely high. Added with a level 3 skillchain attack, sneak+trick cross reaper becomes the best dark skillchain finisher, and sneak+trick spinslash becomes the best light skillchain finisher (though MNK/THF may be able to match this number on bones, but that's only on bones). This makes DRK the ideal nuking WS finisher at the endgame level.
What about spiral hell and groundstrike?
The final quest WS's for scythe and 2h sword respectively. Aside from an extra skillchain property each (secondary), these are predominantly just alternate versions of the 225 WS's listed above. On their own, their damage is actually less than the 225 WS's. However, the extra TP damage bonus for the quest WS's multiplies the damage by an insane amount. At 200% or higher TP, these WS's will do more than the 225 versions, so it will be worth using them when you have this much saved up. At 300%, expect to do some serious damage.
FREQUENTLY ASKED QUESTIONS
Why does DRK suck at mid levels?
- No multi-hit WS's, not even 2-hit. The reason for this is probably because of darkness (soul eater). When the ability is used with a one hit WS, it deals around the damage of a 2-hit WS. Also, it lasts for a full minute, so if kept up, you could deal enough cumulative damage from it to easily match and surpass the damage you're not doing with the WS's that you use without darkness. The downside is that if the WS misses, you get nothing to fall back on and the skillchain is ruined, and that it wastes a lot of MP. Another downside is that some people just don't know.
- Some DRK switch between 2h sword and scythe often to accomodate parties, so sometimes if they join a party, the weapon they are asked to use hasn't been skilled up for 2 to 3, maybe even more job levels. As a result, they will miss more than normal, and do less damage until the weapon is skilled up.
- A common starting mistake is to disregard cumulative damage and get this fetish for numbers going. Your WS has only one hit and you can't do that much damage from it. As a result, you do everything you can to boost up one number. You'll notice that some DRK, upon turning level 30, will always stack up Berserk, darkness, and last resort (all of their charge-ups) on one WS, then try to cancel them all as fast as possible, causing the MP of the party to go from full to empty in one burst for only a barely acceptable damage figure. This means that berserk , which could boost normal swings for a good 3 minutes, is wasted, so the average swing isn't as pleasing. Darkness is wasted, since a 6 minute ability that lasts for a minute was just used for one swing, and last resort almost got you killed (also, the rest of your hits and WS's are unbuffed, therefore extremely weak until your abilities recharge). In some cases, the monster will counter with it's special attack (meaning you won't be able to cancel all the charge-ups in time) and the DRK will get one-shotted right there and then because your defense has been reduced from cardboard to tissue. This is a common mistake that even I've made. You've got to resist the temptation to do this. DRK's defense isn't actually that bad, it's just that a lot of people THINK it is for this reason.
What subs work and don't?
For levels 1~59, WAR sub is really the only way to go. For info 60 onwards, check out the post I made on subs here: http://www.ffxionline.com/forums/sho...threadid=17827
What's the best race for DRK?
Ideally, galka is, but elvaan and hume have their traits that make them just as good, if not better at times. Mithra and taru are the least ideal, but race shouldn't be much of a hinderace for good players, especially for DRK considering how versatile the job is.
What does it mean that DRKs aren't compatible with THFs?
Not that they aren't compatible, just that there are other classes that are so much MORE compatible. Of all of the "primary attacking classes," the WS that DRK uses to skillchain with THF is worst of those that other classes use. Note that if you sub SAM, there is no more problem in terms of compatibility, I'll explain later. Another reason is that endgame (65/66~), DRK plays the exact same role as a THF only stronger. You can't have 2 people sneak+tricking, it just doesn't work that way.
What do you think of my plan, start as WAR, go to 18, then... etc etc etc
Your track doesn't matter, as long as you end up as DRK with your subs levelled.
Scythe or 2h Sword, and why?
2h sword has it's uses at midlevels, but sort of gets pushed out once you get guillotine. However, it makes a dramatic comeback after level 66 with it's 225 WS spinslash.
Is DRK's defense really that bad?
On it's own, no. However, good equipment (mainly accessories) for DRK take away a lot of defense, as do the abilities used to charge up attack power. If DRK geared it's equipment towards defense, however, and ate defense food and used defense up abilities, DRK wouldn't do that much worse than WAR in terms of taking damage.
Compared to RNG, DRG, and SAM, how does DRK fare?
In terms of damage, RNG always wins... Then the order is DRK > DRG > SAM until level 30, then it's SAM > DRK > DRG, then at level 49 with pentathrust it's DRG > SAM > DRK, then when you hit level 60, DRK > DRG > SAM. DRG is still more useful in parties with THF, however, so they tend to get more invites. SAM... go look and the SAM board and you'll hear them bitching about post-60 :p
What is HNM and is DRK useful in it?
Most hard HNM nowadays are best off w/ no melee at all... just a couple of tanks and a THF for drops, and the rest being mages. It's gay, I know. If you're gonna have melee, however, DRK a good amount of spells (stun in particular) that make it useful.
What is yokodama and why does DRK/THF use it?
Yokodama is a japanese term, it involves the THF's level 15 and 30 abilities to pass the hate of the next attack onto a designated player. Since guillotine does quite a good amount of damage on it's own, yokodama works with guillotine to put hate on the tank. Previously, yokodama worked with both sneak and trick, now sneak only works behind the monster. As it is now, yokodama's a good trick for passing hate onto the tank without having to worry about front-based ranged attacks, even if some damage has to be sacrificed. Nowadays this technique is mainly just used for NM's and the lot.
What is hate and why does it matter?
Hate, or emnity, is the monster's tendancy to hit you. You can get hate from certain abilities, dealing damage to the monster, casting debuffs on it, or healing/buffing someone who has emnity with the monster. The monster will attack the player that has the most hate, so if DRK gets more hate than the tank, then the monster will be hitting the DRK, and thereby wasting MP with healing and making the tank ineffective. Good practice would be to, somehow, keep the tank with the most emnity in the party, so that the monster is always hitting it, thereby keeping MP usage for cures to a minimum.
What are "arcana" creatures?
Weapons, pots, dolls, golems, eyes, bombs, stuff like that. They aggro to magic, and some require sneak, some aren't active at all. Beginning you won't see much of these, but as your level gets higher, you'll be seeing them everywhere (Tulia is 95% arcana)
What do the absorb spells do?
The spells will temporarily lower the monster's stat and raise yours for about 12 to 15 points initially, then the number counts down gradually until it hits zero and then the spell effect completely goes away.
What is Guillotine?
Scythe level 200 (job level 60) WS, 4 hits for 50% TP return, this is DRK's bread and butter WS for a good amount of time. Funny how DRK doesn't get it's bread and butter until level 60. It's well worth the wait, in my opinion.
What's the deal with cross reaper/spinslash?
The 225 WS's for scythe and 2h sword respectively. On their own, they're not that great. However, since they deal a good amount of damage with a low amount of swings, THF sub's sneak attack boosts the damage extremely high. Added with a level 3 skillchain attack, sneak+trick cross reaper becomes the best dark skillchain finisher, and sneak+trick spinslash becomes the best light skillchain finisher (though MNK/THF may be able to match this number on bones, but that's only on bones). This makes DRK the ideal nuking WS finisher at the endgame level.
What about spiral hell and groundstrike?
The final quest WS's for scythe and 2h sword respectively. Aside from an extra skillchain property each (secondary), these are predominantly just alternate versions of the 225 WS's listed above. On their own, their damage is actually less than the 225 WS's. However, the extra TP damage bonus for the quest WS's multiplies the damage by an insane amount. At 200% or higher TP, these WS's will do more than the 225 versions, so it will be worth using them when you have this much saved up. At 300%, expect to do some serious damage.
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